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  #31  
Old 10-14-2011, 11:43 AM
Lazortag Lazortag is offline
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Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
Please get these damn blue server people out of here. 10 minute long snares landing 20% of the time is not reasonable.
Maybe I missed something but snare has far shorter duration in pvp due to a client-side issue I think. I dunno if this was fixed because I haven't read this forum in a couple of days but just keep that in mind.
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  #32  
Old 10-14-2011, 03:40 PM
mimixownzall mimixownzall is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
Maybe I missed something but snare has far shorter duration in pvp due to a client-side issue I think. I dunno if this was fixed because I haven't read this forum in a couple of days but just keep that in mind.
That was a client side issue. Classic didn't have that feature.

You people who think that the CC spells should be viable in pvp will change your tune when a chanter comes in and is able to control an entire group and do whatever he wants with them. It may take him a while due to mana issues, but eventually he would be able to completely destory your entire group with ease.

Or if you're a warrior and get snared for 10 minutes while a druid kites you.

Just look what happened to WoW over the past years:

There is a reason they limited the movement impairing effects so severely in pvp. There is a reason they severely limited the duration of CC spells (polymorph was a 30+ second spell). There is a reason they came out with trinkets that removed said effects. There is a reason they came out with diminishing returns. There is a reason why they gave every class some sort of stun/snare/root/fear (well, that was for their quest of 'balance' which is a whole different animal and one we should never get into).

CC spells are way too powerful in PVP. Just look how powerful they are in PVE.
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  #33  
Old 10-14-2011, 06:40 PM
jilena jilena is offline
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Mimix, I think there is a difference between having them be possible to land and having it so that you can quickly and efficiently snare/root/mez/blind everyone without fail. I don't think anyone is claiming that snare, root, mez, stun, blind, whatever should land even most of the time.

The question is should they be resisted 100% of the time? And at what resist level is this an acceptable thing? Naked? 100 MR? 150 MR? 200 MR?

Do we go with Wermacht and insist that rogues, monks, and warriors be made to be the top tier solo classes they "always were" in classic pre-Kunark Everquest? Even if that means the other 11 classes in the game have to have their abilities made so incredibly useless that they aren't even worth memorizing? It would require making the resist chance super high at even minimal resist levels because none of these classes can take into account buffs from other classes as they are serious solo classes.

Or do we pick some random anecotal evidence from elsewhere on the internet and set some resist "soft cap" up where spells resist heavily but not all the time? So that yes, at moderate resist levels, it's possible for 5 druids to, between the 5 of them, land a single snare on a solo player and put him at an extreme disadvantage? (that's the same as an 80% chance). And that it takes extreme levels of resistance to get to 90 or 95% resist chances? Keep in mind that only 3 classes in Everquest do not have a root or a snare of their own.

What do you want to see? Like give me an example.
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  #34  
Old 10-14-2011, 07:06 PM
Darwoth Darwoth is offline
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120ish mr and you hardly ever got rooted/snared/mezzed, cant say what the ratio was but it was sufficient enough that nobody bothered trying to root or snare unless they were a newb.

as an aside nobody is being kited anywhere if their properly prepared with a few pumice stones and/or do not just mindlessly walk after the kiter.

likewise an enchanter isnt controlling a group of anything except retards that dont know how to punch each other or carry pots.
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  #35  
Old 10-14-2011, 07:07 PM
Darwoth Darwoth is offline
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also rogues monks and warriors (and rangers) were the shittiest classes in the game in pvp lol
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  #36  
Old 10-15-2011, 09:17 AM
tmoneynegro tmoneynegro is offline
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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
Even if that means the other 11 classes in the game have to have their abilities made so incredibly useless that they aren't even worth memorizing?
Rogues aren't allowed to use Instill doubt to fear players in PvP yet I don't see you whining about that. That ability is blocked just like crowd control spells were blocked from being useful both for the same reason.

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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
Or do we pick some random anecotal evidence from elsewhere on the internet and set some resist "soft cap" up where spells resist heavily but not all the time? And that it takes extreme levels of resistance to get to 90 or 95% resist chances?
Here you go repeating the same stupid idea over again. There is no logical reason to change crowd control from EQ live. All it does is reward people who walk around in groups of 6 attacking solo players with free kills. You have a "pro-zerg" philosophy and are arguing to make zerging people down more viable. Only a trash player would want to strengthen tactics like that.

Melee and hybrids were also balanced pretty well against each other in Kunark. Letting CC spells land just throws that balance out the window.

Here's one example why: If I play a ranger and 10 minute ensnare lands 10% of the time and I fight a warrior, I'll just spam it over and over in between swings till it lands. The warrior has no channeling skill so he can't pumice it as I hit him. He'll just be walking around at 1mph every fight and get his ass kicked. Even without snare landing, I already was a better PvP class in the first place on ranger.

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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
Do we go with Wermacht and insist that rogues, monks, and warriors be made to be the top tier solo classes they "always were" in classic pre-Kunark Everquest?
Nice false claim there. My post you are referencing says *nothing* about "pre-kunark" and nothing about rogues being good either:

http://www.project1999.org/forums/sh...ad.php?t=51077
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  #37  
Old 10-15-2011, 10:45 AM
Lazortag Lazortag is offline
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Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
That was a client side issue. Classic didn't have that feature.

...

Or if you're a warrior and get snared for 10 minutes while a druid kites you.
I know it was a client side issue, that's why I said in the post that you quoted, "snare has far shorter duration in pvp due to a client-side issue". This client side bug is on blue99 so I figured it was still on the red99 beta. Not sure why you're talking about 10 minute snares when that isn't currently happening and probably never will.
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  #38  
Old 10-15-2011, 01:17 PM
tmoneynegro tmoneynegro is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
Not sure why you're talking about 10 minute snares when that isn't currently happening and probably never will.
That's how long EQ live ensnares lasted, they just only had a 2% chance of landing.
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  #39  
Old 10-15-2011, 07:51 PM
jilena jilena is offline
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Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
Rogues aren't allowed to use Instill doubt to fear players in PvP yet I don't see you whining about that. That ability is blocked just like crowd control spells were blocked from being useful both for the same reason.

Here you go repeating the same stupid idea over again. There is no logical reason to change crowd control from EQ live. All it does is reward people who walk around in groups of 6 attacking solo players with free kills. You have a "pro-zerg" philosophy and are arguing to make zerging people down more viable. Only a trash player would want to strengthen tactics like that.

Melee and hybrids were also balanced pretty well against each other in Kunark. Letting CC spells land just throws that balance out the window.

Here's one example why: If I play a ranger and 10 minute ensnare lands 10% of the time and I fight a warrior, I'll just spam it over and over in between swings till it lands. The warrior has no channeling skill so he can't pumice it as I hit him. He'll just be walking around at 1mph every fight and get his ass kicked. Even without snare landing, I already was a better PvP class in the first place on ranger.
What's funny is you think that I am somehow arguing for a system different than classic EQ. Classic EQ resists do have a "soft cap" style system. The only part I am asking for more information on is the point at which certain spells start to resist. And I am pretty sure that I mentioned in one post or another that fear being in is classic and no one is crying for that to be in.

Quote:
Nice false claim there. My post you are referencing says *nothing* about "pre-kunark" and nothing about rogues being good either:

http://www.project1999.org/forums/sh...ad.php?t=51077
Whatever, rogues or not my point is that every post you make is referring to "HOW THINGS WERE" post Kunark and more likely than not post Velious. This server is PRE KUNARK CLASSIC. Stop citing examples of "hard facts" from your post Kunark (Post Velious) experience.

Though honestly right now it sounds like it will not be classic even a little bit in terms of resists and spell functionallity so it probably isn't worth arguing which viewpoint is more classic.
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  #40  
Old 10-16-2011, 12:13 PM
Arillious Arillious is offline
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Quote:
Originally Posted by Darwoth [You must be logged in to view images. Log in or Register.]
also rogues monks and warriors (and rangers) were the shittiest classes in the game in pvp lol
I would put warriors in a slightly less level of shittiness than rangers, monks and rogues in pvp. At least they had a ton of hp and could wield high damaging 2 handers.
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